Ok. This is really somewhat hidden (or i must read more javadoc). What the snipped #209 doesn't take into account: If the size of the depthbuffer is not set on the passed on GLData object, there is no! depthbuffer.

Corrected lines of code:

1 2 3 4

GLDatagld = newGLData();gld.depthSize = 4; //measured in bytes.

org.eclipse.swt.GLCanvascanvas = newGLCanvas(gld);

everything else as usual.

Hope this helps other people having the luck to just copy & paste the snipped and than wonder about the wired/ messed up rendering.

Glad you found a solution; this may be useful to me at some point. Actually, I must admit that it rang a bell from things I'd read before about (but not implemented myself yet) about setting up Frame Buffer Objects, including explicitly creating the depth buffer, so I had a feeling it might've been something very similar (ie, that one shouldn't take presence of depthbuffer for granted) - perhaps I should've commented.

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